127,242 Commits over 4,109 Days - 1.29cph!
flagged torso clothing to remove armpit hair and legs clothing to remove pubic hair
fuse box and fuse textures/mats
fusebox and fuse models/LODs/COL and prefabs
Hand/arm meshes added to clothing .fbx
Added viewmodel clothing prefabs
card reader textures/models/LODs/COL and prefabs
U22 small monument progress
Added support for standalone rendering, w/o actual reflection probe; editor to match / override
Added support for conditional directonal ligtht/shadows
Added basic shader replacement system
Added TOD single-pass probe replacement shaders; tested with sky reflection
Fixed skybox material handling
Fixed time slicing
Fixed inverted winding order
Solved remaining problems
Merge from reflection-probe-ex
Added projectile pooling (gunfight performance)
Added pool.projectiles convar (default = true)
Removed UnparentOnDestroy from several silenced gunshot effects (breaks effect pooling, appears to be redundant)
ch47 destruction, impact damage, servergibs
chainsaw chain direction fixed
ch47 global network broadcast
Added TOD cloud bilboard far shader replacement for single pass probex
Added water specific reflection probex w/ 1s update interval
Cleaned up probex shaders
Improved water shader to use PBS brdf on surface => albedo rgb+alpha, spec and smoothness now work properly
Improved reflection shader to use new probe instead of alu; relies on smoothness from ocean material
Updated ocean, lake and river materials for new PBS brdf and water surface transparency
Probex broken on standalone build; temp reverting to alu refl
Switched birch tree render lod scripts to tree lod
Removed GetEstimatedWorldPosition & GetEstimatedWorldRotation from entities (no longer does anything, access transforms instead)
Oaks / photoscanned bark / prefab settings / additional LOD levels / tundra variants
Fixed probex on standalone build
Restored water probex reflections
Fixed probex errors when switching server
When creating world objects of projectiles, set their position / parenting before sending out the network update (this may fix all sorts of oddities)
Network++
Removed BoneFollower (improved performance, better foundation for future features)
tweaked chainsaw position when attacking
Fixed rand/biome tinting on core/foliage billboard to match main shader
Added WindZoneEx and manager components to feed wind animation (up to 4 dir or sph zones atm)
Updated wind.prefab with new components; tweaked default WindZone to match previous anim
Touched relevant shaders
Nuked GlobalWind component
Increased max windx zones to 8; max range to 1000m
Touched relevant shaders
Reset windx zone manager on join server
Updated wind.prefab